Point to Point Movement

Stronghold

Stronghold is a game telling the story of a siege. Players take opposite sides, one has to defend the stronghold, the other has to break into the castle as soon as possible. As time passes, defenders get Victory Points every turn for their efforts on the walls.

The game board represents the stronghold itself as well as the surrounding terrain, where enemy forces are placed and whence they proceed to the walls.

The defender has a small number of soldiers manning the walls, while the invader has an infinite legion of attacking creatures. A desperate fight is taking place every single turn. The invaders build war machines, equip their soldiers, train them and use black magic rituals to achieve victory. Meanwhile, defenders repair walls, build cannons, train soldiers, and do everything they can to hold the castle as long as possible.

Winter Tales

Following the victory in the Conflict of Autumn, The Regime of Winter has clutched the Land of Fairy Tales in its cold grasp. Fuelled by hate and fear, Winter aims at extinguishing the flame of Love and the light of Hope under a blanket of snow and the never-ending chill of a winter night. In the winding alleys and the small houses desperately clinging to the hillside of Wintertown, frightened Tales move in the shadows, knowing they cannot allow all Hope for the future to be snuffed out by the cold and ready to fight to drive Winter away and let Spring come again.

In Winter Tales, a storytelling board game, players tell the tale of the conflict between the characters of fairy tales, who represent all that is good and hopeful, and the Soldiers of Winter, who incarnate evil and the fierce cold of Winter. Players will ally themselves with one of the warring Factions, controlling characters and fighting for the comeback of Spring or the suffocation of all hope, bringing on an endless Winter.

Winter Tales is an ever-changing game as each time the players will tell a completely different story, creating a shared plot.

Burokratopoly

To become important in society players have to rise in political-social position from laborer to the Secretary General of the ruling political party. The player who reaches this position wins the game.

Each player has 5 pawns and 3 action cards.

The players select an action and reveals it at the same time. The starting player will perform his action and in clockwise order the next players will.

Actions are:
Wahl (Voting): players role dice, winner moves up and takes a Wahl card.
Meuterei (Position challenge): players role dice, winners take higher position.
Beförderung oder Versetzung (Promotion or Relocation/Transfer): move a pawn up to higher position or place a pawn in another position on the same level.

When all positions in the center circle (Politburo) are filled, a vote for the highest function (Secretary General) can take place. The winner of that vote wins the game.

Scotland Yard

In Scotland Yard, one of the players takes on the role of Mr. X. His job is to move from point to point around the map of London taking taxis, buses or subways. The detectives – that is, the remaining players acting in concert – move around similarly in an effort to move into the same space as Mr. X. But while the criminal's mode of transportation is nearly always known, his exact location is only known intermittently throughout the game.

Similar to

The Fury of Dracula
Clue: The Great Museum Caper
Ghost Chase
Letters from Whitechapel
Garibaldi: The Escape

Thebes

Thebes is a game of competitive archeology. Players are archaeologists who must travel around Europe, northern Africa, and the Middle East to acquire knowledge about five ancient civilizations -- the Greeks, the Cretans, the Egyptians, the Palestinians, and the Mesopotamians -- and then must use this knowledge to excavate historical sites in the areas of these civilizations. Through the course of the game, expositions are revealed, and an archaeologist who has treasures from the requisite civilizations may claim the prize (this is a change from the first edition's handling of exhibitions). The archaeologist who learns the most about the civilizations, claims the greatest-valued artifacts, and collects the most exhibitions will win out over his or her colleagues.

The key element to the game is that it is played out over a period of two (or three) years, and each action a player performs takes a certain amount of time -- traveling is a week between cities, gathering knowledge takes time for the level of the knowledge, and actually digging at a cultural site takes time to yield a certain number of artifact tiles. The game uses a novel mechanism to keep track of this. There is a track of 52 spaces around the outside of the board. Each time a player moves and takes an action, he or she moves their player token forward in time. Players take turns based on being the one who is furthest back in "time". So, a player can go to an excavation site and spend 10 weeks digging for artifacts, but that will also mean that the other players will likely be taking several actions in the interim while that player waits for the "time" to catch up.

In addition, the artifact tiles for each civilization are drawn from a bag that also contains dirt. When a player excavates a site, that player pulls tiles from the bag, but some may only be worthless dirt instead of valuable treasure. That dirt is then returned to the bag, making the first draw more likely to provide useful tiles.

This is the new entry for the Queen printing of Jenseits von Theben. As the new game changes several mechanisms of the original, and is available in a much wider release, the two games should be regarded as separate entities.

Re-implements:

Jenseits von Theben